Dream Cards AtoZ-The Encyclopedia of Dreams - I

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ENTRIES
[101] interphasic coil spanner
[102] interphasic organisms
[103] interphasic scanner
[104] interplexing beacon
[105] intraspinal inhibitor

DREAM CARDS
[101] Interphasic Coil Spanner, Equipment
"Engineering tool. One of many used by engineers throughout the known galaxy. Miles O'Brien has one. Geordi LaForge has one..."
-May report for free where Engineering Kit present. One ENGINNER-classification personnel present may double any of its standard skills each turn. (May re-select once each turn.)

[102] Exists as Interphasic Plasma Creatures.

[103] Exists as I.P. Scanner.

[104] Exists as Build Interplexing Beacon.

[105] Paralysis, Dilemma, space/planet, Countdown: 3
"Some drugs, like an intraspinal inhibitor, may induce paralysis. Unscrupulous ne'er-do-wells may use these against unwary travellers."
-Unless 3 MEDICAL present, place on one personnel present (opponent's choice) to place in stasis. When countdown ends, personnel is placed on top of draw deck. Discard dilemma.

NOTES
[101] All this from the encyclopedia definition: "Engineering tool." Each turn you may re-select both (or either) the Engineer and the skill.
[102] n/a
[103] n/a
[104] n/a
[105] n/a


ENTRIES
[106] intravascular pressure
[107] Intrepid, USS
[108] Intrepid-class starship
[109] intron
[110] "Invasive Procedures"

DREAM CARDS
[106] High Blood Pressure, Dilemma, space/planet, Countdown: 4
"Elevated intravascular pressure of the blood against the walls of the vessels in a humanoid body. May baffle modern doctors."
-Unless all personnel present have Leadership, place on one non-Leadership personnel present (random selection). It "stops" one MEDICAL personnel present every turn (opponent's choice).

[107] USS Intrepid, Ship, Federation
"Federation starship. Registry number NCC-38907. First to respond to Khitomer distress call when the Romulans attacked in 2346."
-Excelsior Class[] Tractor Beam;  cards may cooperate with  cards here
-RANGE: 7, WEAPONS: 6, SHIELDS: 6
Now exists as USS Intrepid.

[108] Intrepid, Ship, Federation, 
"Prototype for Intrepid-class starship. 15 decks thick. Crew complement of 140. Cruising velocity of 9.975. Has the ability to land."
-Intrepid Class[] Tractor Beam, Holodeck, Landing Gear
-RANGE: 9, WEAPONS: 7, SHIELDS: 9

[109] Shipboard Jungle, Event, 
"When the Enterprise's crew saw their introns awakened, many reverted to animal forms and ran to the arboretum."
-Plays on table until placed on any ship just affected by Barclay's Protomorphosis Disease OR which has an Arboretum. All ANIMALs aboard are placed in stasis.

[110]Steal Symbiont, Objective, 
-Seeds or plays on table. When you have an unjoined Trill present with an opposing joined Trill and any MEDICAL personnel, you may "steal symbiont": unjoined Trill becomes joined and gains half the skills of joined Trill (round up, your choice) and joined Trill's CUNNING (if higher); former joined Trill dies. If symbiont represented by a card, steal that card instead.

NOTES
[106] Leadership is equated with nerves of steel here.
[107] A small Treaty-type effect for the ship that rescued Worf as child.
[108] Ships with Landing Gear can land using their entire RANGE. The higher staffing for such a small ship is in keeping with its stats and equipment, not ots crew complement.
[109] This might be a good trap in conjunction with Scottish Setter which turns personnel aboard into even more ANIMALs.
[110] Clarifications: The unjoined Trill must be yours. The joined Trill (who will be killed) must be opponent's. MEDICAL may be either yours (willing participant) or opponent's (at gunpoint). If the symbiont is a card linked to the Trill (say Tsot or Dax itself), then you merely unlink it from original host and link it to your thieving host, otherwise, use procedure stated on the card. Either way, the former host dies.


ENTRIES
[111] invasive program
[112] Invernia II
[113] inverse tachyon beam
[114] inversion nebula
[115] inverter

DREAM CARDS
[111] Invasive Program, Dilemma, space
"Computer software weapon designed by Enterprise-D personnel to destroy the Borg collective by giving them an infinite problem they could never solve."
-Place on mission. All Borg cards and androids with CUNNING<11 present are placed in stasis. Cure with Borg Queen OR Cybernetics present.

[112] Train Diplomat, Mission, planet, Federation
Invernia II: Train new diplomat willing to work at this relatively unimportant embassy.
-Diplomacy x2 + Youth OR Richard Bashir
-Span: 4; 25 points; One ambassador may seed here.

[113] Inverse Tachyon Beam, Interrupt, 5 points
"Energy stream that can be used in unorthodox sensor applications to study temporal phenomena. Three were able to close an anti-time rupture."
-Nullifies OR downloads Anti-Time Anomaly. OR Downloads one Devron system Time Location. OR Play on any temporal card. If it is ever nullified, score points.

[114] Study Inversion Nebula, Mission, space, Any crew may attempt, 
Inversion nebula: Study rare nebula populated by highly unstable strands of plasma that may burn out in a few years.
-Astrophysics x3 + Stellar Cartography + Youth
-Span: 3; 35 points; Opponent's side: Countdown: 5
Now exists as Inversion Mystery.

[115] Inverter, Equipment
"Device used by Ansata terrorists to fold space and shift dimensionally. Repeated use causes cumulative and fatal damage to the shifter's DNA.
-Once per turn, one personnel present may Dimensionally Shift to anywhere at same spaceline location (cumulative). Personnel dies at start of next turn unless medical equipment present. Discard at any time to download Dimensional Shifting.

NOTES
[111] That's Borg personnel AND ships in stasis. The card also affects the stupider androids (lile Exocomp and Lal) who would also get trapped.
[112] The ambassador need not be Federation affiliation.
[113] If the temporal card (any card with the word Temporal or Time in it) is not nullified before having its effect, only then can the points be scored.
[114] The opponent's side of the mission has a Countdown icon of 5 limiting the attempt to the first 5 turns of play. After that, the attemptability icons and mission requirements become moot for that player.
[115] You can have more than one Inverter to shift more than one personnel. Dimensional Shift is a more powerful event version, but which can only be used once.


ENTRIES
[116] "Investigations"
[117] invidium
[118] ion propulsion
[119] ion surfing
[120] ionizing radiation

DREAM CARDS
[116] Mr. Paris, Personnel, Non-Aligned/Federation
"On stardate 49485.2, Tom Paris was put off Voyager in order to attract the Kazon and flush out the spy they had aboard."
-CIVILIAN, Navigation x2, Computer Skill, Treachery; Once per game, may expose one infiltrator present; 
-INTEGRITY: 5, CUNNING: 7, STRENGTH: 7

[117] Invidium Contamination, Dilemma, space
"When invidium leaked from a medical container, it caused the malfunction of an anti-grav device, then of various other systems."
-Place on ship. One equipment card present (random selection) is placed in stasis now and at the start of each of your turns. Cured by Reginald Barclay OR 4 ENGINEER with total CUNNING>30.

[118] Secondary Propulsion, Interrupt
"Jem'Hadar warships use ion thrusters for secondary propulsion, which involves magnetic fields to drive electrically charged gases."
-Plays on your Jem'Hadar ship to ignore all RANGE reductions imposed on this ship for rest of turn OR to add +2 RANGE to ship until end of turn. (Not cumulative.)

[119] Ion Surfing, Program, 3X points
"A favorite of Jake Sisko and Nog's. Holographic but exciting sport that has the participants surf in outer space, on the ion trails of ships."
-In Holodeck: If Youth or Navigation present, score points where X = number of missions passed in one turn. Discard Program. In Holosuite: If 2 Youth present, score points where X = number of missions passed this turn by just docked ship. Discard Program.

[120] Ionizing Radiation, Event, Countdown: 3.
"Radiation powerful enough to charge certain atoms. Large amounts of it made finding the USS Pegasus difficult as it obscured sensors."
-Plays on any ship where you have a different ship present. It may not be scanned and no personnel may beam on or off. Also, it cannot attempt any mission that requires Astrophysics or Stellar Cartography.

NOTES
[116] This Paris persona can work with any affiliation, thus expose any infiltrator, but only once per game.
[117] Equipment in stasis may not be beamed or carried, so can't be cured by bringing off the ship.
[118] May target fighters, warships and battleships. You may even ignore damage markers (the RANGE reduction only).
[119] Programs exist on Holodecks or Holosuites. Since Nors don't move much, I gave another option. 3X means that if a ship passed 3 missions, you score 9 points.
[120] Quarantines the ship, but also protects it from Invasive Transporters. You need an extra ship to do this to your own (to flood it with radiation).


ENTRIES
[121] ionogenic particles
[122] ipasaphor
[123] Ireland
[124] Iresine Syndrome
[125] Irumodic Syndrome

DREAM CARDS
[121] Ionogenic Particle Field, Interrupt
"Enterprise-D crewmembers used ionogenic particles to try to contain the anionic energy criminals of Ux-Mal after driving them out of their hosts."
-Nullifies Anionic Takeover. OR Where your ENGINEER present, captures one intruder. OR Play on any site you control; intruders and infiltrators may not enter or leave it until the end of your next full turn.

[122]Sticky Hands, Event, Countdown: 3
"Ocampa females going through elogium secrete a sticky yellow substance from their hands in order to bond to the male for 6 entire days."
-Plays on each of your Ocampa females once per game. Every turn, it may "stop" the same male personnel present. If that personnel "stopped" for all 3 turns, it is therafter +2 to all attributes if present with that Ocampa.

[123] Treaty: Reunification of Ireland, Event
"In 2025, Ireland was reunified giving history an example of political change sucessfully instigated by violence."
-Plays on table. While in play, suspends any Civil War card and your  personnel can work with your  and/or  cards disregarding any restriction boxes. (Nullified only by The Devil.)

[124] Sudden Coma, Dilemma, space/planet, Countdown: 4
"Similar to the victims of telepathic memory invasion, patients diagnosed with Iresine Syndrome fell into a coma for about 72 hours."
-Unless 3 Empathy OR Mindmeld OR 4 MEDICAL present, place on one personnel present (random selection). It is disabled until end of countdown.

[125] Irumodic Syndrome, Dilemma, space/planet, -10 points
"Degenerative disorder that causes the deterioration of synaptic pathways. A future Jean-Luc Picard feared his experiences were a product of the disease."
-Place on personnel whose total attributes come closest to 21 (your choice if tie). At the end of each of your turns, it is CUNNING -1. When CUNNING=0, personnel dies and you lose points. (May not be nullified.)

NOTES
[121] You control a site if you control the facility or ship it is on. Your personnel are unaffected by the card.
[122] Once you commit to stopping a particular personnel, you may not opt to stop a different personnel on a later turn.
[123] Invalidates any "does not work with Feds" restriction boxes on Maquis personnel. Feds and Cardies still can't work together unless the Fed has the Maquis icon. Civil War cards are those that have those words in the title (i.e. Klingon Civil War and Bajoran Civil War).
[124] Disabled personnel may still be beamed.
[125] A progressive disease but incurable. If the personnel persona-switches, remember the total minus to CUNNING. If 0 is reached because of the switch, personnel dies right there. You only lose points if the personnel is discarded as a result of this dilemma.


ENTRIES
[126] Isabella
[127] Ishan Chaye
[128] Ishan
[129] Ishikawa, Hiro
[130] Ishikawa, Keiko

DREAM CARDS
[126] Exists as Isabella.

[127] Ishan Chaye, Personnel, Bajoran, 
"Bajoran national. An electronics engineer in Rakantha province. In 2367, wrongly accused of an assassination attempt on Gul Dukat. Identity borrowed by Benjamin Sisko."
-ENGINEER, Computer Skill, Leadership, Honor; In battle with  personnel, may only be stunned, not mortally wounded; 
-INTEGRITY: 7, CUNNING: 8, STRENGTH: 7

[128] Ishan, Personne, Non-Aligned, 
"Member of the Sakari, a people discovered the the USS Voyager on stardate 50537. Survived a Borg attack. Hid in the mines."
-CIVILIAN, Geology; May not be assimilated unless Borg Queen present
-INTEGRITY: 6, CUNNING: 6, STRENGTH: 4

[129] Hiro Ishikawa, Personnel, Federation
"Father of Keiko O'Brien, née Ishikawa. His name was almost given to her first child, but it turned out 'Molly' was a much better name for a girl."
-CIVILIAN, Honor, Cooking x2; Once per turn, you may report one Keiko OR O'Brien for free
-INTEGRITY: 8, CUNNING: 7, STRENGTH: 5

[130] Keiko Ishikawa, Personnel, Federation
"Starfleet botanist. Daughter of Hiro. Not sure she should go through with marrying Miles O'Brien, becoming Keiko O'Brien. Introduced to him by Data."
-SCIENCE, Biology, Cooking; SD Green Thumb; SD Seedling
-INTEGRITY: 7, CUNNING: 7, STRENGTH: 3

NOTES
[126] n/a
[127] The special game text only comes in effect if he was paired up with a Cardassian.
[128] Universal but limited in ability, so you can't really hope to create a non-assimilatable army to face your Borg opponent.
[129] The free personnel must still report where it is legal to do so.
[130] A younger version of Keiko, before she was married. The downloads are from AtoZ.


ENTRIES
[131] Ishka
[132] isik
[133] isoboramine
[134] isocortex
[135] isogenic enzyme

DREAM CARDS
[131] Exists as Ishka.

[132] Financial Transaction, Dilemma, planet
"Whether using gold-pressed latinum or more exotic currency such as isiks, there's always the chance, in a business transaction, of losing that currency."
-Unless 2 Acquisition present, discard one Gold-Pressed Latinum for every Greed personnel present OR if no Gold-Pressed Latinum present, one equipment card (random selection). Discard dilemma.

[133] Host Calling Symbiont, Please Respond, Dilemma, space/planet
"In Trill anatomy, the symbiont and host communicate thanks to a vital neurotransmitter called isoboramine. Low levels may cause the host's death."
-Place on joined Trill present (random selection). Unless 3 MEDICAL OR Trill MEDICAL present by the end of your next full turn, dies (if unjoined Trill present, you may link symbiont to it). If no joined Trill present, opponent may replace with dilemma from own discard pile.

[134] Synaptic Short-Out, Dilemma, space/planet
"Captain Picard suffered synaptic failure in his isocortex during his exposure to the Kataan probe in 2368, sending him through a special mindscape."
-Place on a personnel present (opponent's choice). Opponent may download one compatible Mind Location to that personnel and any number of that Mind Location's natives to it. Discard dilemma.

[135] The Need for White, Dilemma, space/planet
"Ketracel-White is crucial to the jem'Hadar because their bodies are incapable of producing the vital isogenic enzyme and their circulatory systems fail without it."
-Unless  Founder OR Founder Leader present, all Ketracel-White present counts down to zero at the end of this turn. Mission continues. Discard dilemma. If you are not playing Dominion, opponent may replace with dilemma from own discard pile.

NOTES
[131] n/a
[132] Either way, stops an Away Team if the Acquisition isn't present. That's one Latinum PER Greed personnel OR just one equipment card (any) no matter how much Greed present.
[133] The symbiont linking stuff is only possible if you have an actual symbiont card (like Dax or Tsot) along with a host card (probably a former unjoined Trill). The dilemma accets its rather specific nature by allowing the opposing player to replace it with any other dilemma from their discard pile.
[134] A Mind Location is compatible with a personnel if that personnel is included in that card's targets. Natives are usually listed on the Mind Location itself.
[135] Again, a pointed dilemma that can be replaced by another if it serves no purpose.


ENTRIES
[136] isograted circuit
[137] isolation protocol
[138] isolinear processor
[139] isolinear optical chip
[140] isolinear rods

DREAM CARDS
[136] Technology Out of Time, Event, 
"Henry Starling stole isograted circuit technology from a 29th century timeship and initiated the dawn of Earth's computer age."
-Plays on table. Once per turn, you may report one Equipment card to any  personnel anywhere in play; for free if at a time location.

[137] Isolation Protocol, Interrupt
"Series of emergency procedures aboard a starship in the event of a hull breach. Seals off entire sections and turbolift access."
-Plays on any ship just damaged. Personnel aboard may not walk or beam from site to site. Crew may not attempt missions unless 4 Computer Skill aboard. Discard when ship repaired.

[138] Weapon Detectors Disabled, Interrupt
"Deep Space 9 technician Neela used an isolinear coprocessor to disable the weapon detectors on the promenade to better asassinate Vedek Bareil."
-Nullfies any card's attempt to discard your hand weapon. OR Suspends play to download one hand weapon to your Treachery personnel (if Neela, reshuffle interrupt in draw deck).

[139] Exists as Isolinear Puzzle.

[140] Exists as Quark's Isolinear Rods.

NOTES
[136] Reporting the equipment counts as your card play only if the AU personnel in question isn't at a time location.
[137] Site-to-Site Transport will be a card that allows personnel to beam from one site to the other instead of walking.
[138] If a card would destroy or steal your hand weapon, you may nullify that discarding, but the card itself is not nullfied if it had some other effect. If it was the only effect (like Disruptor Overload), then the entire card is nullfied. The second function could make Neela more dangerous, especially with astute deck management strategies.
[139] n/a
[140] n/a


ENTRIES
[141] isomiotic hypo
[142] isonucleic residue
[143] isoton
[144] isotropic restraint
[145] Itamish III

DREAM CARDS
[141] Biogenic Hypo, Equipment
"Type of medical instrument, such as the isomiotic hypo, used by many cultures to administer biogenic payloads into a humanoid organism."
-Once per turn, at the start of a personnel battle, your MEDICAL with Treachery present may kill one opposing non-android personnel (opponent's choice). Discard if ever used on more than one species. (Not cumulative.)

[142] Plasma Contamination, Dilemma, space
"Plasma with isonucleic residue, a kind of particle, of 20 parts per million is considered to be contaminated and may interfere with a warp drive."
-Unless 4 ENGINEER present, place on ship. It is RANGE -5. Each turn ENGINEER is aboard, ship regains one point of RANGE at the start of each turn. (Cumulative.)

[143] By the Isoton, Incident, -5 points
-Seeds or plays on table. Whenever a player plays, reports, downloads or discards more than two cards as a single action, that player must immediately draw, report, download or discard (as per that action) the same amount of legally targetable cards OR lose points; place in player's point area; owner may download another By the Isoton to replace it.

[144] Restrain the Patient, Interrupt
"Sometimes, patients have to be restrained, even by the use of force-field-enabled isotropic restraints, such as when Neelix panicked after losing his lungs."
-Plays on any just stunned or mortally wounded personnel present with a compatible MEDICAL. That personnel is "stopped" for the next full turn.

[145] Water Skiing, Mission, planet, Federation
Itamish III: Enjoy camping vacation on resort planet and teach the kids how to water ski.
-Youth + (one personnel with STRENGTH+CUNNING>13 and Navigation OR Jennifer Sisko)
-Span: 3; 30 points

NOTES
[141] The user must have both the MEDICAL and Treachery skills. Your opponent chooses which personnel dies, perhaps because that personnel puts itself into harm's way. But since the biogenic weapon is designed to infect one specific species, it is discarded once it's used on more than one species (on different turns obviously). Each Hypo counts its species separately. Your opponent could choose to sacrifice a personnel of a different species from the last to get you to discard the equipment. Still has an effect on the second personnel. Not a hand weapon.
[142] You still can't seed the same dilemma twice under the same mission. A ship cannot have less than 0 RANGE.
[143] I thought about putting a Referee icon on here, but decided the card wasn't really countering anything specific, and indeed, had its own evil uses. "As per that action" means that if the player discarded 3 or more cards, they must also discard the same amount. "Targetable cards" means that if, for example, your action allowed you to download 3 Borg drones, you must download 3 cards, and they must be drones too (if the downloading card downloaded drones). Note that the points are lost if a player CHOOSES not to double up, or if he is UNABLE to. When the points are lost, only then is the incident discarded to the points area, and only then can the owner download another.
[144] Since a mortally wounded personnel can have its condition upgraded to stunned, I've included the condition. You may play this on your opponent's personnel if your MEDICAL present is compatible (NA or of the same affiliation).
[145] Youth can be from anyone, but Navigation has to be on the personnel with the total two attributes greater than 13. Jennifer replaces that personnel, not the Youth, nor simply the Navigation.


ENTRIES
[146] Iverson's disease
[147] Ivor Prime
[148] Iyaaran homeworld
[149] Iyaaran shuttle
[150] Iyaarans

DREAM CARDS
[146] Iverson's Disease, Dilemma, space/planet
"Chronic disease that causes degeneration of muscular functions in humans, but not mental functions. Admiral Jamison suffered from this condition."
-Plays on one non-Youth human personnel present (random selection). At the end of each of your turns, it loses one point of STRENGTH. When STRENGTH = 0, personnel is placed out of play. (Cumulative.)

[147]Rebuild Colony, Mission, planet, Federation
Ivor Prime: Help rebuild colony destroyed by the Borg during last incursion.
-ENGINEER x3 + Geology + (Leadership x2 OR Cybernetics) + STRENGTH>40
-Span: 2; 35 points; Your side: When solved, you may draw one Colony from your discard pile and play it here. Opponent's side: May not be assimilated.

[148] Cultural Exchange, Mission, planet, Bajoran/Federation/Klingon
Iyaaran homeworld: Participate in cultural exchange program with strange species. Don't forget to visit the crystal formations.
-One personnel that may report for free at your Headquarters in play OR Geology + Leadership + Diplomacy + Exobiology
-Span: 4; 35 points; Iyaaran personnel may report directly here.

[149] Iyaaran Shuttle, Ship, Non-Aligned, , 5 points
"Spacecraft of Iyaaran registry. The one commanded by Voval was to take Jean-Luc Picard to the Iyaaran homeworld."
-Shuttlecraft[] Worth points if Diplomacy personnel aboard
-RANGE: 7, WEAPONS: 2, SHIELDS: 3

[150] Antagonism, Interrupt
"One Iyaaran aboard the USS Enterprise was instructed to study antagonism by goading Lt. Worf into a rage. Both parties were... stimulated."
-Plays on your Diplomacy personnel present with "unstopped" opposing Klingon, Resistance or Jem'Hadar personnel to force opponent to attack your personnel present with those cards.

NOTES
[146] Though cumulative, only one copy of the dilemma may be seeded under each mission. If it has no target, it is discarded. Part-human personnel may be targeted.
[147] Assimilate Planet does not play here unless self-seeded by the Borg.
[148] To use the first possible requirement, the specific HQ must be in play. This is not a homeworld.
[149] Each such shuttle with Diplomacy aboard is worth 5 points, but a shuttle is only worth 5 points no matter how many Diplomacy personnel are aboard.
[150] Opponent must attack even if it would violate affiliation battle restrictions. When opponent attacks, he must attack all your cards at the Diplomat's location, not just the Diplomacy personnel.

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